CS 188: Artificial Intelligence Today Agents that Plan Reflex Agents ...

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CS 188: Artificial Intelligence Search

 Agents that Plan Ahead  Search Problems  Uninformed Search Methods  Depth-First Search  Breadth-First Search  Uniform-Cost Search

Dan Klein, Pieter Abbeel University of California, Berkeley

Agents that Plan

Reflex Agents  Reflex agents:  Choose action based on current percept (and maybe memory)  May have memory or a model of the world’s current state  Do not consider the future consequences of their actions  Consider how the world IS

 Can a reflex agent be rational?

[demo: reflex optimal / loop ]

Planning Agents

Search Problems

 Planning agents:  Ask “what if”  Decisions based on (hypothesized) consequences of actions  Must have a model of how the world evolves in response to actions  Must formulate a goal (test)  Consider how the world WOULD BE

 Optimal vs. complete planning  Planning vs. replanning [demo: plan fast / slow ]

Search Problems

Search Problems Are Models

 A search problem consists of:  A state space

 A successor function (with actions, costs)

“N”, 1.0

“E”, 1.0

 A start state and a goal test

 A solution is a sequence of actions (a plan) which transforms the start state to a goal state

Example: Traveling in Romania

What’s in a State Space? The world state includes every last detail of the environment

 State space:  Cities

 Successor function:  Roads: Go to adjacent city with cost = distance

 Start state:  Arad

 Goal test:  Is state == Bucharest?

 Solution?

State Space Sizes?

A search state keeps only the details needed for planning (abstraction)

 Problem: Pathing  States: (x,y) location  Actions: NSEW  Successor: update location only  Goal test: is (x,y)=END

 Problem: Eat-All-Dots  States: {(x,y), dot booleans}  Actions: NSEW  Successor: update location and possibly a dot boolean  Goal test: dots all false

Quiz: Safe Passage

 World state:    

Agent positions: 120 Food count: 30 Ghost positions: 12 Agent facing: NSEW

 How many  World states? 120x(230)x(122)x4  States for pathing? 120  States for eat-all-dots? 120x(230)

 Problem: eat all dots while keeping the ghosts perma-scared  What does the state space have to specify?  (agent position, dot booleans, power pellet booleans, remaining scared time)

State Graphs and Search Trees

State Space Graphs  State space graph: A mathematical representation of a search problem  Nodes are (abstracted) world configurations  Arcs represent successors (action results)  The goal test is a set of goal nodes (maybe only one)

 In a search graph, each state occurs only once!  We can rarely build this full graph in memory (it’s too big), but it’s a useful idea

State Space Graphs

Search Trees This is now / start

 State space graph: A mathematical representation of a search problem

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 In a search graph, each state occurs only once!

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 We can rarely build this full graph in memory (it’s too big), but it’s a useful idea

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 A search tree:     

Tiny search graph for a tiny search problem

State Graphs vs. Search Trees

How big is its search tree (from S)?

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Quiz: State Graphs vs. Search Trees

Search Tree

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A “what if” tree of plans and their outcomes The start state is the root node Children correspond to successors Nodes show states, but correspond to PLANS that achieve those states For most problems, we can never actually build the whole tree

Consider this 4-state graph:

Each NODE in in the search tree is an entire PATH in the problem graph.

State Graph

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 Nodes are (abstracted) world configurations  Arcs represent successors (action results)  The goal test is a set of goal nodes (maybe only one)

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We construct both on demand – and we construct as little as possible.

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Important: Lots of repeated structure in the search tree!

Search Example: Romania

Tree Search

Searching with a Search Tree

General Tree Search

 Important ideas:

 Search:  Expand out potential plans (tree nodes)  Maintain a fringe of partial plans under consideration  Try to expand as few tree nodes as possible

Example: Tree Search G

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 Fringe  Expansion  Exploration strategy

 Main question: which fringe nodes to explore?

Depth-First Search

Depth-First Search Strategy: expand a deepest node first

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Implementation: Fringe is a LIFO stack

Search Algorithm Properties

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Depth-First Search (DFS) Properties

Search Algorithm Properties    

Complete: Guaranteed to find a solution if one exists? Optimal: Guaranteed to find the least cost path? Time complexity? Space complexity?

 What nodes DFS expand?

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1 node b nodes b2 nodes

 Cartoon of search tree:  b is the branching factor  m is the maximum depth  solutions at various depths

m tiers

 1 + b + b2 + …. bm = O(bm)

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 How much space does the fringe take?  Only has siblings on path to root, so O(bm)

 Is it complete? bm nodes

 Number of nodes in entire tree?

 Some left prefix of the tree.  Could process the whole tree!  If m is finite, takes time O(bm)

bm nodes

 m could be infinite, so only if we prevent cycles (more later)

 Is it optimal?  No, it finds the “leftmost” solution, regardless of depth or cost

Breadth-First Search

Breadth-First Search

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Strategy: expand a shallowest node first

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Implementation: Fringe is a FIFO queue

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Breadth-First Search (BFS) Properties

Quiz: DFS vs BFS

 What nodes does BFS expand?  Processes all nodes above shallowest solution  Let depth of shallowest solution be s s tiers  Search takes time O(bs)

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1 node b nodes b2 nodes

 How much space does the fringe take?

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 Has roughly the last tier, so O(bs)

 Is it complete?

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 s must be finite if a solution exists, so yes!

 Is it optimal?  Only if costs are all 1 (more on costs later)

Quiz: DFS vs BFS

Iterative Deepening  Idea: get DFS’s space advantage with BFS’s time / shallow-solution advantages

 When will BFS outperform DFS?

 Run a DFS with depth limit 1. If no solution…  Run a DFS with depth limit 2. If no solution…  Run a DFS with depth limit 3. …..

 When will DFS outperform BFS?

 Isn’t that wastefully redundant?  Generally most work happens in the lowest level searched, so not so bad!

[demo: dfs/bfs]

Cost-Sensitive Search GOAL

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Uniform Cost Search

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BFS finds the shortest path in terms of number of actions. It does not find the least-cost path. We will now cover a similar algorithm which does find the least-cost path.

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Uniform Cost Search 2 Strategy: expand a cheapest node first:

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 What nodes does UFS expand?

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Fringe is a priority queue (priority: cumulative cost)

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Uniform Cost Search (UCS) Properties

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 Processes all nodes with cost less than cheapest solution!  If that solution costs C* and arcs cost at least ε , then the “effective depth” is roughly C*/ε C*/ε “tiers”  Takes time O(bC*/ε) (exponential in effective depth)

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Cost contours

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 How much space does the fringe take?

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 Has roughly the last tier, so O(bC*/ε)

 Is it complete?  Assuming best solution has a finite cost and minimum arc cost is positive, yes!

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 Is it optimal?

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 Yes! (Proof next lecture via A*)

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Uniform Cost Issues  Remember: UCS explores increasing cost contours

The One Queue 

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 The good: UCS is complete and optimal!  The bad:  Explores options in every “direction”  No information about goal location

Start

Goal

 All these search algorithms are the same except for fringe strategies  Conceptually, all fringes are priority queues (i.e. collections of nodes with attached priorities)  Practically, for DFS and BFS, you can avoid the log(n) overhead from an actual priority queue, by using stacks and queues  Can even code one implementation that takes a variable queuing object

 We’ll fix that soon! [demo: search demo empty]

Search and Models  Search operates over models of the world  The agent doesn’t actually try all the plans out in the real world!  Planning is all “in simulation”  Your search is only as good as your models…

Search Gone Wrong?

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